Justin Kerbice
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Everything posted by Justin Kerbice
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Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
I've add some stuffes but as edit is not noticeable unless you take a careful look at it, I add some more things here: - can't create mod (go to main page) - create a new profile go to main page too Not very smart IMHO, many people want more than 12 chars and they have to wait who knows how much weeks/months for just a single parameter value ? Seriously, it's not good if you want to make your site more crowded than curse. -
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
Great, good job, but... username specs are far too much restrictive (3-12 chars) ! EDIT: And I just register to get a 502 error , but registration worked... There is some more work to do I guess. -
Hi, there is an issue with the forum and how links to threads/posts behave like shown in the pictures below: Clicking on the thread title shows the last unread post, and clicking on the small arrows shows the last post, which are most likely to be the same most of the time. Why not clicking on the title go to the FIRST post ? (as it would do, because I guess it is what we can expect from it). The way it works now is pretty useless if you don't looks at the posts many time a day for threads which have many pages. Regards.
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No thread ratings in General Discussion?
Justin Kerbice replied to Red Iron Crown's topic in Kerbal Network
I think the same but anyway, seeing how thread rating is really badly use in mod forums (people think it is used to rate the mod itself ), I don't know what is better: remove this entirely or putting it everywhere. -
First, the latest source code is in the link posted by HoneyFox (it is possible it is not a direct link, I don't remember, but plug-in link is on his github project page). Right link for the right version is seriously confused, I've suggested to HoneyFox to create his own thread to avoid confusion all people made... Yes, 3 axis is really weird but that's not such a big deal. The instances in savegame looks like kind of "private stuffes", I rely on the instances data inside building config for location in my release and that's enough. I guess Kerbtown update save when a building is added. It need quite some improvements for sure and as Razcheck has never release it as a finished product, it's fair. Better to let data in save alone as they should not be modified I guess. Why not a node snap system like KSP parts ? It would be great, you defined two nodes in your road objects (front/back), and they all snap right together smoohtly . But not for now, you have either to get the right coordinates (simple maths: road A coord X,Y,Z, road B is L long, corridnates should be X+... or Y+... or Z+..., but it could be more like X+cos(...), Y+sin(...) is coordinates are not aligned), another way is to create big smooth road in your 3D program made with smaller standard chunk like Nothke made in his KerbinCity dev pack.
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Hi, as it is now, KSP is very weak against plug-in mess and particulary when exceptions occurred in a loop (or what is look to be in a loop as there is a bunch of exception in log repeated many time in a consistent pattern) and it makes the entire game almost freeze, slow down terribly (FPS might be close to 1 or even lower). KSP itself should not behave like this, is like some apps which crash entirely because of one single tiny plug-in crash (example: 3ds max 2015/PNG plug-in on some export of texture), it should behave mostly like better apps like the Gimp which is able to survive a plug-in crash. It would be a lot more better than some "half done" features like 0.23 career mode IMHO. Regards.
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It is most likely to be the collider(s) (too complicated) which cause the issue. I have a similar one with 18 convex colliders for a single part, part in KSP meaning, FPS already ruined in VAB ! In the opposite way, a very high-poly objects (40000 if I'm remember it well) cause no noticeable slowdown.
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Thanks for this 1.3 update, this Enhanced navball is a great addition to KSP and a must-have !
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Fuel station with auto-resupply feature
Justin Kerbice replied to Justin Kerbice's topic in KSP1 The Spacecraft Exchange
download and you'll know (it's my AMUG: Anti-Matter fUel Generator, a very secret part made with some otherworldly technology) -
When a program is reported to be "not responding" by the kernel of the OS, it means mostly it is in an interruptible "loop" like mostly hardware duty like reading harddrive data made by interruptions which are the highest priority elements in modern computer and the OS itself can't do anything about it, even if you roughly kill the program, it have to wait til the hardware has completed its current job queue before getting control back. The most noticeable occurrence of this might be the reading and processing of the 300 Mb assets file into KSP_Data folder (I guess it's bodies + KSC, or just all textures used by them), even with a SSD.
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Is it possible to open a texture???
Justin Kerbice replied to mjy's topic in KSP1 Modelling and Texturing Discussion
Thanks for the help, I can't understand why one of the only open format ever create so much troubles for apps to deal with it ! Unbelievable ! The more open a format is, the less it is supported. The bold quotation seems to don't work, you may either have not explain well or is not what you explain as copying content (CTRL-A then CTRL-C) and paste it (CTRL-V) create a floating selection which can't be converted into a layer, and AFAIK Gimp doesn't not allow to paste content other than this way (floating selection). I have tried all relevant paste options (paste, paste into, paste as new layer, only this last one works a bit). Anyway, those steps seems to don't be really needed, adding a mask and removing alpha channel of source pic looks like to be ok. (Gimp 2.8.10 on windows) -
Some definitive answers. If you can.
Justin Kerbice replied to AlphaAsh's topic in KSP1 Modelling and Texturing Discussion
Perhaps posting some pics of this "ramp" may help to have a better idea on which wall you beat with your head (we need a kerbal smiley which do that). -
Some definitive answers. If you can.
Justin Kerbice replied to AlphaAsh's topic in KSP1 Modelling and Texturing Discussion
1st point: one of the two ? There is only one. non convex collider seems to be ok for buildings. for the ramp: model it, set collider to non-convex, you're good ! (my Chalice tower have non convex collider for the bottom with an entrance, kerbals can go inside, and they don't fall on the ground or go trough walls). @AlphaAsh: you may not go very far if you still asking questions answered before and by not doing your "homework": try, try and retry, before asking. -
Newbie question about radial size
Justin Kerbice replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
I see that's more than confusing, radial size is more likely to means size of parts surface attached to other. Bad/obsolete page. IMHO, the best is to use the same size straight away for the models and never play with rescalefactor in part, it may become a nightmare and if by any chance, the default 1.25 is changed to 1.0 one day, all your parts will be on the wrong size ! (I know some people who have some secret/god-like knowledge know for sure this will never happen, never ! ) So in max, you set meter as default unit (be aware that is seems to be the least precise max unit, even in 64bits version :/, you can see some issues when zooming to the maximum factor allowed, but it's ok for the most common modelling thing as you won't ever need to model micrometer sized detail ) As the result, as 1.25m diameter (0.625m radius) cylinder in 3dsmax will be a 1.25m diameter as well in KSP (assuming rescalefactor is set to 1 or 1.0) without any brain puzzling. Also, don't hesitate to use more polygons than recommended in the wiki, as currently, GPU is greatly underused and the CPU (because of physics unity management) is the bottleneck. Your parts will look smoother. -
Call it dumb (I mostly agree) if you want, but don't forget KSP is... KSP it is supposed (I guess) to be fun ! Such "plane" is quite a good definition of fun. People who want FS (or Flightgear or anything else), they can play FS, why willing to get a KSP-FS hybrid for example ? It may become boring very fast if you have to pay any respect to many physics rules as IRL, without forgetting the real puzzle challenge (I guess) made by assembling a rocket, think of everything like electric/electronic limitations & constraints, heat dissipation/insulation, cryogenic fuels needs for safe storage, pumping, flowing, heating, ... add the need of shield against deadly radiations and heat/cold in deep space, the reentry procedure, ... and the fact that's a single little tiny scratch on a space-suit could means fast death, how could you jump like crazy on Mun or Minmus, bouncing around with your kerbals, now play space soccer, etc ?
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Payload Test weight parts.
Justin Kerbice replied to Moonfrog's topic in KSP1 Suggestions & Development Discussion
This is regularly suggested and there is at least 3 mods which have some parts for this purpose (NRAP for top payload, the old dummyweights which is no longer avail I guess due to spaceport removal, and one I don't remember the name with small cylinder which have "tweakable" mass, perhaps it's Goodspeed parts) And by the way what you suggest is against Harvester's point of view on his game (people should spend their entire life on trial & error instead of having at least one single kerbal engineer who help them instead of walking and pretending to work in the VAB) -
A question to the developers
Justin Kerbice replied to Virtualgenius's topic in KSP1 Suggestions & Development Discussion
Are you sure of this burried easter eggs ? sounds weird. By the way, KittopiaTech terraforming tool could help with this issue, as you can get and play with these objects I think, I haven't tried myself yet.